Loostreaks
Learned
- Joined
- Mar 28, 2018
- Messages
- 103
It's also designed more like a consistent world as opposed to a video game world that revolves purely around the player. "Downtimes" in games typically are a no-no, were so even back in the day. So games tend to be built more like amusement parks where around every corner, you for sure know you're going to eventually find something -- be it loot, a quest giver, anything. Whereas in BG1, even if you happen to hit on a shack in the wilderness, there may be nothing inside. Which also makes things all the less predictable when something actually happens. Nowadays in any game upon hitting a shack, you know there will be something for you inside. Everything build has that sole purpose.
It's apparent by the feedback Bioware got for their first RPG that you and me and everyone who likes such is in a minority though. Much of what's changed in BG2 can be interpreted as an exaggerated response to the critisicm back in the day. Then again, in itself BG1 is an accident by itself. It shouldn't have worked given the team's inexperience. Whilst at the same time it is that same inexperience that still makes the entire structure of the game stick out this much to this day.
Btw, the very first thing I did back on Daggerfall upon surfacing from the starting dungeon: Admiring the snow, the Music, and trying to walk (not fast travel) to the next town on the map -- and eventually succeeding. You and me buddy. You and me.
Yes. Immortal cow being attacked by a horde of xvarts in the middle of nowhere, until player steps in. ( combat music kicks in right away) Assassins standing in the center of wilderness waiting for the player to somehow "show up". A wizard's apprentice polymorphed into a chicken chased by wolves, but: lucky for him, player arrives.
Virtually every outdoor map in BG1 consists of trash mobs plus one or two "quirky events", and player arriving just at the right moment.
( If the player leaves the map, npcs will remain standing and waiting with absolutely no changes, despite their hilariously hyperbolic life or death predicaments)
Consistent, living world.